Binary Options Types - Detailed List with Explanations and ...
Binary Options Types - Detailed List with Explanations and ...
Range Options - Binary Options Range Trading - Full How-to ...
Binary Options 2020 - How to trade binary options - Binary ...
Range Trading Strategy - Full Explanation and Guide
7 Binary Options – Binary Options with Ranges
SynchroBit users will be able to trade a diversified range of digital assets portfolios in various ways, including trading based on binary options, margin, features, etc. #SYNCHROBITICO https://snbtoken.io/
Non-binary fuzz? Looking to set a range for fuzz options so there's an interpolation, not a binary mask
convert SignatureOnWhite.jpg -fuzz 30% -transparent white SignatureTransparent.png Is crap because it is binary, if the pen is semiopaque I'd like to take all values that trend towards white and make them trend towards transparency on the alpha channel, feather the threshold of the fuzz option over a specified range. Also in 6.9, mogrify with the above comment with * and -format png did nothing - very unintuitive.
Updated projectile VFX to better represent its hitbox, especially when it is traveling towards your POV
We’re keeping an eye on the overall power level of Paranoia, but as a first step wanted to resolve visual issues where players hit with Paranoia appear outside of its impact on their screen.
Blade Storm (Burst Fire)
The time between consecutive Burst Fire use has increased from 0.33 seconds >>> 0.45 seconds
Daggers thrown in Burst now have a damage falloff that begins at 12 meters and drops steadily (to 35 damage) at max falloff
Headshot multiplier on Burst Fire reduced from 3x >>> 2x
While we continue to investigate some of her outsized strengths, we think the burst fire on her Blade Storm has been over-performing at long ranges. The burst fire is intended to be a close range attack, but we found it frequently getting frags at over 20 meters away. These changes aim to rein in its effective range while retaining its close range potency.
Viper now starts the round at 100 fuel (previously 50)
Now that Viper can place her wall pre-round, we want her to be able to act with her team right at barrier drop without the tension of also trying to maximize her fuel for an initial move.
Vulnerable debuff applied from Snake Bite now lingers for 2 seconds after leaving Viper’s acid
Immediately dropping the vulnerable debuff upon exit wasn’t creating the threat we’ve hoped for when we added it. This change should make the Viper (and team) advantage window more realistic, as well as project a unique threat on opponents playing around it.
Move speed doubled while casting
Viper now fast equips her weapon after casting, re-equip times vary per gun—but on average will reduce her weapon down time by .4 seconds
The combination of a slow placement and re-equip time was resulting in Viper players getting too hurt or killed while casting ults in a situation we felt should be pretty safe. This change should increase the positional options available while casting, and get your weapon up sooner.
Fire rate bonus decreased from 25% >>> 15%
At its previous fire rate, we felt Empress was too effective when using heavies/smgs, AND too fast to master the change in spray pattern on rifles. We hope this change allows us to address both issues at once, while also giving us a chance to have a unified fire rate increase (matching Brimstone’s stim below) that players can learn and master.
Fire rate bonus increased from 10% >>> 15%
Paired with Reyna’s change (above), we felt Brimstone’s stim could use a little more punch. This also unifies our two fire rate increase buffs, making them easier to learn.
Increased price from 4500 >>> 5000
Decreased scoped movement speed from 76% >>> 72%
Adjusted weapon deadzone from becoming inaccurate at 30% movement speed >>> 15% (become inaccurate sooner, become accurate later when stopping)
Firing rate reduced from .75 >>> .6
Instant equip time adjusted from 0.3 >>> 0.5 (instant equip plays after tapping orb, bomb defuse/plant tap, Jett Cloud Burst, and Phoenix Curveball)
Leg shot damage decreased from 127 >>> 120
Jump land inaccuracy state changed from gradual >>> binary
Jump land inaccuracy duration increased from .2 >>> .225
Jump land inaccuracy value increased from 5.0 >>> 7.0 (more inaccurate for .225s after a land)
During this patch, the chances of being in an hour+ queue should be notably reduced
This is already a very rare occurrence, but it can happen more often for high rank players—especially in premade groups. We are also doing some tuning behind the scenes to keep high rank matches found after long queue times reasonably balanced and fair.
Riot ID Reviews
Players that have been reported for inappropriate Riot IDs will now be reviewed automatically after the match has ended. If their name is flagged as inappropriate, they will be forced to change their Riot ID the next time they log in to the Riot Client.
Removed Multi-line Breaks in Chat
Some sneaky people were impersonating system messages to troll others into quitting a match. Enough!
Changes to party push to talk settings will now take effect immediately
The chat window can now be pinned to stay open across menus
Social Panel Sorting Logic
Sorting algorithm for the social panel has been updated to make it more intuitive for players as they interact with it.
Fixed issue where Sova’s hitbox was incorrect while using his Owl Drone
Fixed bug where Omen’s glowing eyes weren’t properly removed when he cancelled his ult
Fixed a bug where Custom Game preferences would be wiped after navigating away from the Custom Game lobby
RESULTS of the State of the Game Survey: September 2020
Hi all, It’s time for the results! Thank you to everyone who took the time to respond - we had over 1,750 responses, which is great! These insights wouldn’t be possible without your time and support. As always, neither myself nor this survey are associated with Intelligent Systems or Nintendo in any way. Please direct feedback about the game itself to the official channels. Now let’s get into it!
PreviousSurveyResults: April_2020_State_of_the_Game_Survey ~ Demographics ~ 53.8% began playing FE:H in February 2017, with 20.0% more joining during the first year of the game. 12.0% of respondents joined during the second year, 8.7% joined during the third, and 4.0% joined during the fourth year (the last ~7 months). The age range breakdown of respondents is as follows:
(2.6%) 12 – 15 years old
(15.0 %) 16 – 18 years old
(23.4 %) 19 – 21 years old
(21.8 %) 22 – 24 years old
(25.8 %) 25 – 30 years old
(8.2 %) 31 – 40 years old
(1.0 %) 40+ years old
75.8% of respondents identified as Male, 18.4% as Female, and 3.0% as Non-binary. 24.6% of respondents have never missed a daily login, while a further 38.8% have missed less than a month’s worth of logins, 11.7% missed 1-2 months, 9.9% missed 3-6 months, 5.8% missed 7-12 months, and 4.7% missed over a year’s worth. 33.5% report being F2P, while 28.7% have spent less than $100, 18.3% spent between $100 - $499, 7.3% spent between $500 - $999, and 8.7% have spent over $1000. 46.6% last spent money on FE:H during the fourth year of the game (the last 3 months), while 6.6% last spent money during the third year of the game, 5.8% last spent during the second year of the game, and 5.1% last spent money during the first year of the game. ~ Summoning ~ “Which of the following banners have you used orbs on at least once?”
~ Summoning Mechanics ~ 33.7% spent orbs on the Hero Fest banner AFTER Intelligent Systems announced how they would be compensating players for the Hero Fest banner glitch, compared to 61.7% who did not. 30.5% say that knowing about the compensation for the Hero Fest banner glitch caused them to spend more orbs on the banner than they would have otherwise, compared to 41.5% who say it did not. 28.0% did not spend orbs on the Hero Fest banner. 34.3% feel positively or very positively about the quality of 4* focuses on regular banners, compared to 26.9% who feel negatively or very negatively. 69.7% feel positively or very positively about the quality of 4* focuses on seasonal banners, compared to 7.8% who feel negatively or very negatively. 53.8% report that the system guaranteeing a free 5* after 40 summons generally makes them summon more, while 5.4% report that it generally makes them summon less and 36.1% report no change in their summoning habits on New Heroes banners. “If all New Heroes Banners used the permanent 40-summons-for-a-guaranteed-5* system that CYL4 used, how would your orb-spending habits on New Heroes banners change?”
(1.8%) I would spend fewer orbs than I did before
(22.3%) I would spend the same amount of orbs I usually do
(10.3%) I would spend more orbs than I did before
(62.2%) My spending would depend more on the Heroes offered
~ Choose Your Legends IV ~ “Which CYL4 Brave Heroes have you summoned, whether from the guaranteed choice banner or the regular banner?”
Of the summoning milestones on the CYL4 banner:
(20.2%) did not reach any of these summoning milestones
(79.7%) reached 40 summons
(41.0%) reached 80 summons
(19.8%) reached 120 summons
(11.1%) reached 160 summons
45.7% say that the free 5* hero at 40, 80, 120 and 160 summons caused them to spend more on CYL4 than they would have otherwise, while 50.3% say it did not. 22.8% say that the potential use of a new Brave Hero in future F2P Guides for content such as Hero Battles influenced their Brave Heroes summons, compared to 74.0% who say it did not. “If you could only get ONE of the new Brave Heroes, which one would you choose?”
“Which Brave Hero do you believe is the overall strongest?”
“Which Brave Hero do you believe is the overall weakest?”
“Which Brave Hero do you believe has the best art?”
“Which set of Brave Heroes is your favorite overall?”
23.6% feel positively or very positively about the addition of Jorge as the CYL4 GHB hero, compared to 33.0% who feel negatively or very negatively. 86.3% believe CYL5 should add further protections against vote botting, compared to 4.4% who do not. 70.1% believe CYL5 should require Nintendo Account sign-in to vote, compared to 12.6% who do not. ~ Feh Pass and Resplendent Heroes ~ 41.2% feel negatively about the addition of the Feh Pass (down 15.8% from the last survey), compared to 11.6% who feel positively (up 1.5% from the last survey). 46.1% are neutral (up 14.3% from the last survey). 40.2% have purchased the Feh Pass, compared to 59.8% who have not. This is a 9.5% increase compared to the last survey, following a 6.7% increase before that. Of those who have subscribed to Feh Pass, 17.4% have purchased Resplendent Heroes separately (up 12.9% from the last survey), compared to 82.6% who have not. “Which Resplendent Hero has your favorite art?”
“Which Resplendent outfit theme is your favorite?”
~ Miscellaneous ~ 15.8% feel positively about the introduction of Harmonized Heroes, compared to 31.3% who feel negatively. 29.5% have a Harmonized Hero, compared to 70.1% who do not. 14.6% feel positively or very positively about the Resonant Battles game mode, compared to 51.5% who feel negatively or very negatively. 4.6% say that the Resonant Battles game mode influenced them to pull for Harmonized Heroes, compared to 94.5% who say it has not. 34.8% believe the new Arena maps are better than the maps they replaced, while 7.4% believe they are worse, and 36.7% believe they are about the same. “How often do you use Auto Dispatch in Aether Raids?”
(34.3%) All of them, always
(0.2%) All of them, in Light Season
(3.6%) All of them, in Astra season
(24.3%) Only sometimes
(37.6%) I never use it
“IV Mango” is the preferred term for Trait Fruit according to 32.2% of respondents, followed by “IVcado” at 28.9%, “Fruit” at 7.6%, and “Dragonfruit” at 6.6%. The remaining 24.7% prefer to just call them Trait Fruit. 39.3% say they will use their first Trait Fruits on a Heroic Grails unit, while 32.9% say they will use them on a Summonable unit, and 1.3% say they will use them on an Askr unit. 58.7% prefer Stat Boosts for Legendary Heroes, compared to 26.3% who prefer Pair-Up. 56.5% generally prefer Regular Duo Heroes, compared to 8.8% who prefer Harmonized Duo Heroes. 1.8% say that the update that raised the minimum hardware/software required to play the game affected their ability to play FE:H, compared to 95.8% who say it did not. ~ Recurring Miscellaneous ~ “Which game do you want a New Heroes banner from the most?”
(26.0%) Three Houses (-1.9%)
(9.7%) Radiant Dawn (+0.5%)
(7.7%) Sacred Stones (+0.2%)
(7.5%) Awakening (-3.1%)
(6.4%) Genealogy of the Holy War (-1.3%)
(6.1%) Path of Radiance (-0.9%)
(6.0%) Gaiden / Shadows of Valentia (+2.7%)
(5.9%) TMS #FE (+1.9%)
(5.4%) Blazing Blade (+1.3%)
(5.0%) Fates (+1.0%)
(4.2%) Thracia 776 (+0.8%)
(2.4%) Binding Blade (+0.6%)
(0.8%) Shadow Dragon and the Blade of Light / Shadow Dragon (-1.0%)
(0.8%) Mystery of the Emblem / New Mystery of the Emblem (-1.1%)
“How much do you care about your rank in the following modes?”
(2.90/5.00 average) Arena
(2.82/5.00 average) Aether Raids
(2.48/5.00 average) PvE game modes with player ranking boards
(1.82/5.00 average) Arena Assault
“How have recent changes to FE:H changed your opinion on the game as a whole?”
(39.3%) My opinion was positive and has stayed positive
(5.7%) My opinion used to be negative, but has turned positive
(9.9%) My opinion used to be positive, but has turned negative
(5.1%) My opinion was negative and has stayed negative
~ Intelligent Systems Approval Ratings ~ The approval ratings are calculated by the proportion of Approve responses compared to the number of both Approve and Disapprove responses. Percent who approve of the way Intelligent Systems is handling:
74.6% - The addition of new heroes / characters to the game (+11.9)
69.4% - The gacha mechanics and summoning banners (+5.5)
59.2% - The story/plot (+9.4)
85.2% - Unranked PvE game modes (Hero Battles, Forging Bonds, Tactics Drills, Lost Lore, Hall of Forms) (-1.2)
50.7% - Ranked PvE game modes (Voting Gauntlets, Tempest Trials, Grand Conquest, Allegiance Battles, Rokkr Sieges, Mjolnir's Strike) (-2.6)
34.6% - Arena (-6.2)
48.0% - Arena Assault (+6.7)
45.8% - Aether Raids (+12.7)
40.5% believe Intelligent Systems cares about its Free to Play userbase (up 10.1% from the last survey), while 34.7% do not. This continues the upward trend from the previous survey, bringing us to 8.8% down from where we were before the February drop). 42.9% approve of the way Intelligent Systems is handling Fire Emblem: Heroes as a whole (up 14.8% from the last survey), while 16.9% disapprove. This continues the upward trend from the previous survey, bringing us to only 2.5% down from where we were before the February drop).
A NOTE ABOUT METHODOLOGY: The overall approval ratings question above has traditionally been the exact percent of Approve responses, as a proportion with both Neutral and Disapprove responses. Note that this is different than the way approval is calculated for individual modes (the proportion of Approve responses compared to the number of both Approve and Disapprove responses), where Neutral responses are excluded. The difference in calculation has continued this way in order to maintain comparability with previous survey results. For comparisons sake, the overall approval rating trend going by raw Approval percentage over the last 4 surveys is: 50.6% (Dec) -> 22.9% (Feb) -> 28.1% (Apr) -> 42.9% (Sept) Whereas the overall approval rating trend going by proportion of Approve/Disapprove with the Neutrals excluded over the last 4 surveys is: 82.2% (Dec) -> 41.0% (Feb) -> 51.3% (Apr) -> 71.7% (Sept).
~ Bonus Questions ~ “Who is your Favorite Hero added since the last survey?”
Dimitri (Brave) is the winner, followed by Edelgard (Brave), then Claude (Brave).
“What would be the best Harmonized Hero (a pair of two heroes from different games) and why?”: Rather than selecting a subset of responses this time, the link below is to a google sheet of almost all unique responses. I cleaned it up a little bit to remove “idk” type answers, duplicates, and partial string duplicates, so don’t worry if you don’t see your exact response in it. [Full Responses]. ~ Feedback ~ As always, I received lots of great feedback, both in your survey responses and in the thread itself. A heartfelt thank you to all participants for your encouragements and criticisms - these surveys wouldn’t be where they are without your feedback. But it’s not all serious; feedback messages also included:
“There once was a CYL4 banner / That hit my orbs hard like a hammer / The very next day / FloomMom Duo came our way / Now I'm stuck bartering with a loan planner”
“bonk, go to survey jail”
“Am I also allowed to put in "Norne and Azura" for a Harmonized Hero pair? No reason.”
“Brace yourself. Winter (armours) are coming!” “Brave Hector's refine has made me so very happy with it's inclusion. Go shove your bow up your butt Legendary Chrom.”
“Give me villager alts or give me death”
“I expect the next survey to come with +12 to attack, null follow up, and special cooldown reduction.”
“The true best Harmonized Hero would be Azura and Roy since it would make me uninstall the game and never want to play a gacha ever again”
“My headcanon for the dream storyline is that the evil fairies have the Summoner off picking up pebbles that look like orbs. Fredrickson would be proud.”
“Where's the most wanted unit to add to the game question so I can shout my want for Seteth into the void?”
“I no longer dab, for Legendary Seliph has finally appeared.”
And greetings from Argentina, the Bahamas, Brazil, Chile, Colombia, Finland, Germany, Greece, Hong Kong, Ireland, Russia, South Korea, Sweden, the UK, Vietnam, the Pacific Northwest, Alaska, Toronto, and St. Louis, as well as from many fictional locations!
And some personal/meta comments:
“Any chance we end up seeing another Super Serious Survey in the not-so-distant future?” -> I could not believe it’s been over a year since the last one! We’ll have to do one soon!
“Feels like the end of an era, not having to count all my five stars” -> I know, right? I may have it return in a side survey for the most hardcore of respondents at some point, since some people are asking about it and it would be good to get data on it every once in a while.
“I was looking through your Nornes skills and saw you haven't given her live for bounty yet! It's the best skill for her, what are you doing!?” -> I am a fraud :( I have given her Live for Honor though :P
“What do you hope for in FEH?” -> Norne alt, Resplendent Jaffar, and Shamir
Multiple people mentioned that they had returned after a long break and were surprised to see Norne instead of Azura! Welcome back!
I also missed a bunch of other possible Trait Fruit nicknames, which I knew would inevitably happen. Sorry!
Note: Please don’t ask me to feature your feedback comment; it’s the only guaranteed way to not have your comment added! Finally, the suggestion to have separate options for serious vs non-serious feedback was a good idea, I’ll try that out on the next survey! ~ Closing Remarks ~ If you missed out on responding to this survey when it was available, consider subscribing to FEHSurveys. This subreddit serves as a place to organize FE:H-related surveys, make new releases more visible, and make it easier for users to see when surveys are active. Thanks again to everyone who participated! I hope you find the results interesting, and if there’s anything else you think can be discovered from the data, let me know and I’ll do my best to oblige!
A thorough evaluation of the 9/18 PTS update and base changes, as well as almost everything else coming up.
Hello, here’s another round of Esamir Rework reviews. I’ll also cover the Indar base changes, the storm, vehicle balance changes and new infantry gear. I’m not going to touch on outfit resource changes here, since this post is long enough already. I’d like to give shoutouts to aln-isolator , [NWYT]Praefectus, the pilots of [SACA] and everyone else who helped give feedback. Here’s the image gallery. This time around the bases listed in the document match the order in which they appear in the gallery. https://imgur.com/a/5pd5VFj Esamir has a new skybox which is much less bright. I can now see vehicle weapon tracers when shooting. This is a long asked for change. Andvari: 3 points now, 12 min cap with 2 points, 4 mins with 3 points. Consider adjusting the timers. Ymir: No changes to terrain that I can see. It’s a 12 minute cap with two points owned, and 4 minutes with 3 points. Might consider reducing those slightly. Apex Genetics has had its wall adjusted somewhat, as well as the rocks surrounding the triple stack. There are now more routes for infantry to enter the base. Aurora Materials: Sunderer garage and surrounding terrain seem to have been lowered slightly. Also, there’s now a rock at the end of the garage, which reduces the possible angles the bus inside can be shelled from. The slope between the crescent building and the road has had some paths added for infantry. Overall, good changes. However, there’s still one issue here, and that’s the possibility of shelling the triple stack balcony from the ridge NW of the base. Additional purple spikes from the cluster behind the spawn room could be positioned to block this firing angle. Eastwake Harborage: Point has received a new structure above it. It’s now on the bottom floor of a triple stack that has an expanded balcony around its second floor. This gives point holders a lot of additional cover, but the problems with this base still exist. There’s still a ridiculous distance between spawn room and the point with minimal cover from vehicles/bolters/LAs- a literal Death Valley. The area immediately around point is still extremely harasser friendly and could use some props to obstruct harasser movement. In its current position, the teleporter room is useless since infantry leaving it must still advance through Death Valley. Sundy positions are a bit sketchy, too. Fortunately, I’ve had a long discussion and now believe this base could be fixed with a couple tweaks. Consider replacing the AI turret outside the spawn room with an AV gun. This would discourage excessively aggressive vehicles from camping Death Valley. Likewise, replacing the light vehicle pull with an MBT pull gives defenders a bit more potential firepower, and increases the area attacking vehicles must cover to protect their own vulnerable spawns. This base would also benefit from the moving of primary teleporter room to a point higher up the hill and closer to the point, as shown by squad waypoint in this image: https://i.imgur.com/TuEee9F.png. A second teleporter here at hearts waypoint https://i.imgur.com/JUbXklc.png gives defenders another route into the point without going through Death Valley. At these two locations sunderer garages could be built to create safer spawn points for attackers.https://i.imgur.com/QWblfz4.pnghttps://i.imgur.com/w4HR05n.png Echo valley: Rocks have been added on the exterior side of the vehicle terminal to give it some cover. However, they aren’t close enough to each other to prevent me from driving through with a Kobalt bus, nor is there anything stopping me from hacking the terminal or using a GSD to get through the shield and then start driving around the base. Placement of a couple rocks in very specific spots would stop this. Secondly, a crate has been placed between bridges to give infantry another path into the point building. It’s a cool concept, but it needs some form of obstruction to prevent me from driving harassers or possibly larger vehicles onto the two bridges and blasting point directly. Thirdly, consider some form of sight blockers on the west wall to reduce the potential for LAs to spawn camp. Excavion DS-01E: Cover has been placed over both tunnels, which is an excellent change. MBT pulls have been added to this base, though they could stand to be moved slightly closer to the spawn room to deter attackers from hacking them and flooding the base with AI vehicles. A point is located in a long narrow building near the eastern tunnel exit. B is in a triple stack on the south side. C is located immediately west of the drill site. Capture timer is 4 minutes with two points and 1 minute with all 3. This base is mostly fine, but could do with some small tweaks for increased cover. At A point the point holders have few options for cover inside. There are two small smokestack structures (pictures in gallery) that could be replaced with actual buildings to provide more cover from aircraft for players moving around inside the base. Timers could probably be increased slightly. Overall though it’s in a decent state. Genudine Gardens: Some props have been added throughout the base that’ll prevent harassers from turboing around like maniacs, but the gigantic hole in the wall in one corner needs to be closed off somewhat to prevent vehicle entry or at least make it more difficult. This base would be fine if that hole were sealed or obstructed better. Grey Heron: Additional cover has been placed on the side of the staircase leading from spawn to B/C point. The secondary route for defenders has been fleshed out- the door now is high enough to get under, and there is a hole in the floor that allows defenders to drop down to the lower level. Cover has been added on the B side of this base. For improvements, I still think a roof is needed over the stairs from defender spawn to the lower level. A wall alone won’t stop tanks from shelling it. C could use a bit of cover, but I’m concerned that adding too much will turn it into a fortress. You can enter this base with harassers, so some bollards should be added to each entrance to prevent that. Jaegers’ fist: Sunderer garage has been added, and the trench has been improved. This base has some odd issues from an infantry perspective, namely that attackers and defenders have the exact same routes to the point, as shown in the gallery. I have no ideas for how this could be improved. I still believe the point needs some kind of roof to block HESH spam and A2G, preferably a solid one to deter LAs from doing C4 bombing. BL-4 Recovery and Vidar Observation Post both have spawn rooms and light vehicle terminals. This is a pretty good change, allowing closer vehicle pulls and a shorter sundy reinforcement distance for attacks on the surrounding facilities. Jord Amp Station: More cover has been added around C point. This is a good change, but doesn’t change the fact that A is still inside the station. Mani Lake: This one has undergone the most terrain edits, and consequently has become a lot less vehicle friendly. The two trenches leading into the base have had barricades installed, allowing infantry to move through but not vehicles. The hills surrounding the base have had their exterior faces steepened significantly, preventing treaded vehicles from driving up them. This change is excellent, but needs a bit of tuning. The Western Ridge’s southern tip has a shallow enough slope that tanks can still drive up it. On the large mountain to the West on the far side of the road, there’s a small protrusion that should also be levelled. Once these two spots are taken care of, this base will be fine. Overall, the changes are very good here. Mattherson’s Triumph: The Sunderer NDZ has been reduced in radius, which allows the defenders to deploy inside the south tower for a safer position. This is a good change. The ridgeline to the NE has had its northern face steepened significantly, preventing tanks from driving up that side. However, the SW face has become easier to traverse, so the ridge is still usable for bombardment of the catwalks and A point. If this goes live in this state, it’s not a total disaster since tanks driving up that will be very exposed to AV fire from the tower, but it still could stand to be addressed. Likewise, there’s still a nice spur sticking out of the north end from the NW ridge that allows tanks to easily shell defender spawn and A point. The fix here is simple- flatten the spur completely. A point needs additional work. At minimum, the windows on each tower in the room where A point/SCU would normally go should be sealed off to reduce the angles point holders must watch. There’s very little cover on the ground, especially when you consider all the angles A can be shot at from. I believe the point could be enclosed in the same type of building used at Chimney Rock’s point on Amerish. The bridges are a mixed bag. They’re identical copies with one rotated 180 degrees, which means that crate placement favors the attackers on B side and the defenders on the C side. Picking one crate pattern for all 4 bridge ends is one possible fix. I’m still not sold on the idea of both points being on bridges. They’re very exposed to A2G spam and bolters. Overall, at the very least the terrain edits are a nice start, and the sunderer NDZ change is very welcome. Nott Communications: This base is now entirely underground. Attackers enter by overloading a shielded gate, and then drop down into an amp station interior. These gravity lifts are one way, but please consider adding an up lift to replace one of the drop pads. A point is in the position where A points usually are in amp stations. B and C are in the room where SCU would be normally positioned. At the end of this room where the tunnels and back door would normally be is a one-way teleporter, which is the only way for anyone to get out of this base right now. Defenders spawn underground and there’s a one-way shield leading to where the vehicle bay normally is. To improve this base, I’d make the one-way shield a two way shield, and reverse one of the grav lifts. I could not test the cap timer since I did not feel like ghost capping half a continent. Pale Canyon: Some cover has been adjusted by the big yellow tanks on the SE side. A new route has been placed through the rocks at the NW corner of the base. This is an interesting change, but I don’t know how that’ll play out on live since currently I can park a bus inside the base at the same location. The Rink: The ground texture at A point is now ice, so it’s actually an ice rink. Too bad you don’t slide around here. Saerro Listening Post: Trees added to A point to break LOS between attacking vehicles and the tower. The wall between A and B has had some new gaps placed in it to allow infantry to get in. Interesting changes for sure, but I don’t know how they’ll play out. The Traverse: The bridge has been resurrected, although it’s in a heavily damaged state. It’s now an infantry only playground, unless you’re a bold harasser or magrider driver. Because the storm was here, I really couldn’t stick around and take a long look at this. Lastly, the bottom of the pit has been raised a bit and paths to the bottom have been defined more clearly. There also have been some changes to roads around the continent, but nothing major. Indar: TI Alloys: The removal of the bridge is a failure to understand why TI Alloys is such a difficult base to attack. On live servers, TI currently suffers from horrific sunderer placement options which combine with its central location to create a base that’s easy to defend. From the North, attackers must park their bus and attack up a hill through narrow ravines into entrenched defenders backed up by AI harassers, sunderers, ANTs, lightnings and even occasional MBTs. From the South, attackers have two bus spots: One is placed to the south-east, below the point. The other is placed directly south of the spawn room on the far side of the road. Both of these options are suboptimal- on the south east spawn the bus can easily be sniped by vehicles shelling from the Crown, driving down from the Crown, or by vehicles streaming out of the vehicle pull. The south bus on the far side of the road is also not ideal, since infantry have to cross the road and deal with a flood of vehicles as well as an angry AI turret. The only decent spawn location is at the end of the rock bridge, since that one’s reasonably safe from enemy vehicles and doesn’t involve attacking from the low ground. However, this position’s impeded by the fact that attackers from the north inevitably gravitate to the eastern side of the base since that’s safer from the defenders, forcing a three way that never ends. The result is a base that can’t be broken except by routers. The removal of the rock bridge changes none of this, but instead creates more problems. The safe sundy position on the bridge is gone entirely. Further, the bridge’s removal allows tanks to bombard Ti from the Crown once more, since it served as a line-of-sight blocker. The new attacker foot path to the north east is extremely vulnerable to bombardment from the Crown. As far as the base interior goes, a new wall has been added to the interior of the point room structure. This might give attackers a better chance to get to the point, but at the same time it might make things easier for the defenders should they conduct an organized push since there are fewer angles to set up a crossfire from. So how can Ti be improved? I’d start by bringing the bridge back, or at least a small section of it to allow for a safe sunderer position at the east side. For the south, consider a tunnel leading under the road. This allows infantry to get to the base safely. I’d also consider adding in more props to restrict the passage of vehicles through the spawn room area to the northern side of the base. Removing the Kobalt bus fiesta there will make it easier for attackers to push in from the north. Lastly, if the bridge is not restored, consider creating a rock wall at the north east section of crown to prevent tanks from raining hell on anyone fighting at Ti. Crown: The removal of D point is honestly a good thing. It wasn’t fun for anyone to attack since it’s open ground and below a cliff which enables C4 spam against vehicles and requires attackers push against entrenched infantry. Since Crown becomes a three point again, now the base cannot be stuck in a perpetual stalemate. I’m not a fan of where A point was moved to, either. I think if the rock bridge were kept then Crown would be mostly fine. With the three non-vehicle points it has on live. The issue with A being on that southern bridge is that if the attackers set up sunderers to control B, then they get A almost for free and can contest C as well. B point has been moved farther towards the center of the mountain and the tunnel system lengthened a bit, and a lot of cover has been removed at the initial entrance room that exists on live.The extra tunnel into B is an interesting idea and gives a better chance of an attack from the North succeeding, but at the same time it’s just another tunnel choke point to for aoe spam to create nasty farms. C is also problematic if it’s supposed to be the easy point for defenders to contest. It’s a fair distance from the tower, and it’s also open ground which is prime for A2G farming. I’d suggest moving this one into one of the nearby buildings if A must stay in the position it’s at on PTS. I’m not convinced the base needed any point position changes apart from the removal of D point. The current point layout on PTS favors an attack from the SE very heavily, and attacks from the East or North are far more difficult. While old A was very close to the tower, at least it provided a convenient point for attacks from the East. None of the changes really address the problem of poor bus location options, and with the current terrain there really aren’t many good potential spawn options. At most some garages could be added. Ceres Hydroponics: Defenders now have a slightly shorter path to the point when pushing from the NE side of the base. The point itself has much less cover. I’m not going to make judgements on this without seeing how it plays out. The Esamir storm: I’m not sure what this thing is supposed to do. The entire point of the game is large scale battles, yet this thing rolls around the map destroying the biggest fights. There’s nowhere safe from it. Sunderers will get destroyed even if put in garages. When outdoors infantry can be instagibbed by lightning for staying outside too long, and even when indoors their shielding takes frequent chip damage from environmental effects. The shield damage consistently drops players down about 150 shield points that constantly recharge, but this is enough to start messing with TTKs. For example, a commissioner can consistently OHK players. Since the shield damage is not synchronized across all players, it’s possible to be forced into gunfights where you have no hope of winning not because you were in a bad spot or outplayed, but simply because the game decided it’s your time to die. This applies doubly for lightning bolts which will randomly strike you down. There’s a text warning, of course, but random OHK mechanics really shouldn’t be a thing. You cannot use steel rain in the storm. For vehicles this is obnoxious too. Ground vehicles lose most of their mobility, which will punish new players with poorly certed vehicles even more. Aircraft are even worse off, losing most of their vertical thrust. At times I felt like even afterburning upward was barely enough to keep the aircraft airborne. Vehicles kept in the storm for too long will simply be instagibbed, which cripples sunderers as spawns. The storm also destroys base turrets and terminals. There are counters to the storm, though. Infantry can deploy lightning rods bought with merit that allow them to fight outside, but it doesn’t stop shield chip damage, and can equip an insulated armor suit at the cost of flak armor, nanoweave, or shield capacitor. This suit slot appears to be bugged and doesn’t actually reduce the chip damage taken by your shields. Carapace seems to be immune to this chip damage. Vehicles can equip insulated armor in the defense slot. This mitigates the performance hit to vehicles, reduces the damage taken by lightning, and prevents the storm from instagibbing your vehicle. Now, this is less of a problem in the first place for aircraft and tanks, but it screws over sunderers. Sunderers are already fragile enough even with deployment shield equipped, but forcing spawn buses to use this module and rely on their low hull HP is a very bad idea when paired with random lightning strikes and the severe lack of garages Esamir has. With all that out of the way, the question I have to ask is why is the storm designed like this? It seems like a band-aid fix for zerging and actively punishes trying to create large fights. It cripples the vehicle game, negatively affects the infantry game, creates inconsistent TTKs, and only adds frustrating game mechanics. If the center of the map ends up with stalemates, it’ll circle around there endlessly preventing any kind of progress through the pile of three point bases. Why this, when there’s a lot more interesting concepts that could be used? For example, maybe the storm could reduce the rate at which players can spawn at a base/sunderers/routers. Maybe it could jam radaprevent Q spotting. Consider reducing shield chip damage to 50 shields instead of 150 to reduce TTK variance. There’s a lot more interesting ways it could change the game without being the anti-fun mechanic that it’s currently set up as. Infantry gear: Lightning grenade: Cool, you can launch a targeted lightning strike when in the storm. More instagibs is what the game needed. Lightning rod: This temporarily redirects lightning strikes near you. This is a solution to an obnoxious problem that doesn’t need to exist. Condensate grenade: Reduces movement speed and ROF by 20% for six seconds. This is a terrible idea in an FPS game. This doesn’t create interesting gameplay situations. Instead of being outplayed, players hit by this just lose since the game’s punishing them for playing. Keep this in RPGs and RTS games. Now, we do have status grenades already, but do we need one that’s as powerful as this one is? BEC grenade: Similar to Condensate Grenades, this is a horrible addition to the game. Anything that hurts player mobility/damage output is a bad idea. Neutralizer Device: Campaign reward that allows players to acquire abandoned vehicles, and apparently strip ability energy from players too. I like the idea of vehicle acquisition, but I don’t know if we’ll ever see the second use of this tool. Abandoned vehicles: Around the continent are the hulks of abandoned tanks, sunderers and aircraft. They come with a special ability that I haven’t really tested, HEAT cannons and the first generation ES top gun. For the sake of loadout parity for all 3 abandoned MBTs I’d like to suggest the Prowler get a Gatekeeper instead of the Vulcan. Vehicle changes: Havoc missiles: Are these things still necessary, with the liberator nerfs? These things seem redundant now, and they’ll punish rep gal balls unnecessarily hard while valkyries with rep monkeys can probably still dodge these things easily. Phalanx AA turret range increase: This doesn’t fix any of the problems with the current AA setup. Instead, it’s going to just annoy A2A players who are flying along at high altitude and getting plinked by base AA guns, which is the reason the things got their range capped to begin with! Honestly I think these things should be replaced by weapons like Bastion CIWS guns. Those things are nasty at close range but their damage output falls off heavily at range. Liberator: -500 HP and ESF nosegun resist from 85 to 80. While the liberator needed some changes regarding its durability and repair tanking in particular, this change spectacularly misses the mark on many levels. This change skews ESF vs Liberator combat too far in favor of ESFs. When paired with air locks this brings down the TTK to incredibly fast levels (around 9 seconds, which isn’t even enough for three dalton shots) In this post, mystoganofedolashttps://www.reddit.com/Planetside/comments/ivjg8t/rock_paper_scissor_balance/ explains in great detail the liberator issues- it’s a blatant hard counter to ground vehicles, and gets brutally hard countered by ESFs on PTS. Hard counter mechanics are terrible in an FPS game. In this sort of rock-paper-scissors gameplay, things boil down less to individual ability and more towards who has an exact counter to something, which is extremely boring. There’s no skill in using A2A missiles, just as there’s minimal skill in hovering over tanks and daltoning them. In this post here https://www.reddit.com/Planetside/comments/ivsssx/did_some_basic_math_regarding_the_upcoming/, taltharius demonstrates that -500 HP barely changes anything in the case of liberators eating multiple AP shells before hitting fire suppression and flying off. Skilled gunnery should be rewarded, and sloppy flying should be punished. So how can this be improved? Consider reducing vulnerability to ESF noseguns slightly. Adjusting Liberator resistance against tank shells, light anti-vehicle, gatling guns, and infantry rockets will increase the damage libs take from ground fire and punish poor flying/reward skilled aim. Possibly consider increasing MBT main gun elevation angles slightly, to reduce the ability of liberators to hover over tanks with minimal counterplay. Harasser: Nanite cost to 300. Oh boy this one misses the mark completely. The problem with harassers has never really been cost related, but rather one that got introduced with CAI. The harasser itself is not overpowered and its efficiency in combat drops off hard at higher levels of gameplay. Only when harasser numbers become overwhelming (3 or more harassers vs 1 MBT) do the harassers stand a chance of defeating the best tank crews, and even then the tank usually can take 2-3 harassers with it. Harasser vs tank gameplay is extremely boring and very binary. If the harasser has a CQ AV gun it’s forced to fight at point blank which means I delete it easily. If it uses halberd or ES long range AV we both enter a boring poke fight where neither one does significant damage to the other. Even if the harasser opens up with rear hits the MBT still has an overwhelming advantage in firepower and hit points. With tanks, the problem since CAI has been poor muzzle velocity of HEAT shells which makes hitting difficult and what most players will have equipped, pathetic Basilisk DPS against everything (Kobalt kills stock harassers 4 seconds faster), Skyguards being helpless against every ground vehicle, and the Viper not having the accuracy to deal with small moving fast targets. Small changes to these three weapons will reduce harasser vs tank complaints. Harasser vs Harasser is broken, for a different reason. Harassers have a weakness to gatling guns, which means that the Vulcan and Aphelion rip through harassers while the Mjolnir specializes in fighting heavy vehicles. In practice, this means that for low/average skilled car crews, vulcans are disproportionately powerful since less skilled players won’t know to keep outside minimum damage range. At higher levels an Aphelion car is very hard to fight. Toning back harasser weaknesses to gatling guns might improve this situation, but at the same time it might nerf the Aphelion too much. At the very least this’d probably reduce vulcan whine somewhat. Overall, I have mixed impressions. The base changes are mostly for the better, but the storm, infantry gear, and vehicle changes are mostly bad or miss the mark completely.
60% of participants who favor black are generally pessimistic, the highest compared to other participants.
79.5% of participants who favor gray tend to think with their head, the highest compared to other participants.
70.4% of participants who favor yellow are generally optimistic, the highest compared to other participants.
The most favored color among all female participants is purple.
The most favored color among all male participants is blue.
The most favored color among all non-binary and participants categorized in the other gender category is green.
The most favored color among the 10-19 and 20-29 age range is blue.
The highest score for openness goes to the participants who favor white.
The highest score for extraversion goes to the participant who favor gray. (Yes, brown is the highest but since a very few participants favor brown, the score is more likely to be lower)
The highest score for neuroticism goes to the participants who favor pink.
The highest agreeableness goes to the participants who favor yellow.
The highest conscientiousness goes to the participants who favor gray. (Yes, brown is also the highest but since a very few participants favor brown, the score is more likely to be lower)
You can view the raw data. Comment: These scores are likely to be skewed and inaccurate. The interpretation of the data may also be flawed. I am aware that there are some questions are missing options that are worth including, especially the question on general mood. There may some questions I could have asked like nationally that could have a relationship with favorite colors. The reason for the participants to favor certain colors is never certain, thus I'm only making an objective observation based on the data I have. Also, correlation doesn't mean causation. And, not all those who favor the same color behave the same way. I'm making an inference that people with certain traits appeal to a particular color or group of colors. I want to say thank you for all who took my survey. Out of all the surveys I posted on my old Reddit account, I have never gotten more than 50 participants. This survey got over 1000! I never thought that this survey would be that popular.
WotV PvP Tactics & Mentality - Six Months of Mediena Bombs & how the Meta Evolves in PvP
*** Registration is Now Open until 9/15 for the latest Live PvP tournament, organized by u/LongTimeGaming. There is no entry fee and everyone is guaranteed at least five rounds of combat! Please PM him or myself for details on how to register! *** For today's entry I want to discuss one of the stronger live PvP strategies currently floating around the meta, particularly at the higher player ranks or with whales smurfing at lower ranks: The Medi (Mediena) Bomb.
The Medi bomb, as it currently exists, comprises three major components: a Shukuchi Mediena, Agility, and as much Magic/Magic Attack equipment and VCs as can be mustered together. If you take away any of these components the win probability of the strategy plummets. Let's examine each in turn:
Shukuchi (and forward deployment) - Without Shukuchi and pushing Medi as far forward as you can you leave a lot of squares open where the enemy team can be hiding. No highly competitive team in live PvP is sticking to the default 'three across' formation!
Agility - Medi's main weakness is her fragility. If Medi doesn't go first there's the chance that the opponent will have a high speed unit in place to OHKO Medi (i.e., Frederika) or will at least be able to reposition their faster units out of Medi's threat range. Shadow Runner on a Medi is a must of course, but VCs that yield AGI are crucial as well.
Magic Attack - Being able to OHKO at least one enemy unit is essential - a unit with 1 HP is as dangerous as a unit with 4000 HP. A Platinum Rod +5, and a high level Trousseau are the most important elements. Mag from Ramuh is useful. You won't have Medi's own mag passive available due to needing Speed + Movement.
Responses to the Medi Bomb - Sample Formations
So here are some sample formations I whipped up - note the screenshots are composites from my main account so levels and etc. are not going to be optimal. There are many variations possible, these are just starting points! Option 1 - Go Faster than Medi Gunner Girls that are faster than a Medi Bomb are close to a guaranteed win! The hardest counter to Medi bomb is a Fred that's faster than her - A properly kitted Fred can OHKO a Medi with sharpshoot off the bat without any external buffs. Because Medi + AGI VC is always faster then a Fred without, you will need to put AGI cards of your own on top of your Fred to ensure you go before the enemy Medi does. Option 2 - Be able to survive the Plume This is the second picture here - the first one had an impossible setup for Rain due to my photoshopping (I don't own Rain). There are of course characters that can survive a plume, even a plume from a super whaled out Medi. Rain is one of these - he's a magic tank off the bat and he has elemental advantage to Medi. Ayaka can stand your viktora back up post plume while Rain can OHKO the Medi. Option 3 - Be able to Evade the Plume Miranda is a super useful utility placeholder for these formations Vinera is pretty popular in live pvp these days due to her combination of speed, power, and high evade. She is essentially unhittable to teams that haven't geared with guaranteed hit options or stacked as much ACC as they can. I don't have a leveled up Vinera to test the above combination for exact hit percentages but an unbuffed Vinera should have about 150-200 evade depending on cards. Not exactly easy to hit with a plume!
A Brief History of the Medi Bomb
Finally, the changes in popularity to the Medi Bomb through time exemplifies the essential elements that define the 'meta' in live PvP: the outcome to nearly every match is a binary win or loss. Any team that is slightly better than another will win almost all the time holding all over elements equal. Medi's evolution in live pvp shows this perfectly. In the first weeks of WotV, Medi bombs were one of the most common formations available. Medi was I think the fastest launch character and once she hit level 40 she could OHKO most other units common at the time that were also at level 40 (Mont, Sterne, etc.). This meant that Medi could just run up and drop the other team. Lots and lots of Medi v Medi engagements were happening and Medi's dominance in PvE and PvP was often remarked on by jokes or commentary here and elsewhere. Flash forward to the FFT event or so and Medi bombs disappeared from competitive play. Two things happened: Frederika and increasing toughness of teams. Fred, as I said before, is a hard counter to Medi as long as she goes first and at this stage in the game almost no one had high AGI VCs so Freds melted Medis off the live PvP scene. A secondary effect was that everyone was getting to level 99 on their mains and starting to amass TMRs - Medi stopped being able to OHKO units. Medi Bombs stayed quiet for the months following FFT until Platinum Rod came out, then whales with +15% AGI off the House Beolve card could go first in most engagements and do enough damage to OHKO broad swaths of units. Now with FFT2 almost done plenty of dolphins or even minnows/f2p willing to proc 5-6 whimseys per day can have their 15% AGI cards so Medi bombs are more accessible. Essentially, the meta is an unstable equilibrium defined by a complex set of inputs and that binary output of winning/losing. As soon as Medi is one AGI slower then her hard counter *and that hard counter is common* she becomes worthless. Same with the tipping point between OHKO and survival. Right now medi bombs are fast and powerful - therefore viable against many team comps. Well that wraps up today's post - this one turned out to be longer than I was expecting. Let me know if its too long in the comments and if you have any suggestions for future topics that you'd like a detailed breakdown on please let me know! ------------------------------------------------ WotV PvP Tactics & Mentality is an irregularly updated series of posts about the most neglected aspect of WotV: Live PvP If you liked this post, feel read to my previous entries in the series:
I did not think we'd get here. COVID cases are in the single digits, and many cases are off-campus (https://health.gatech.edu/coronavirus/health-alerts). Test positivity rates are incredibly low (https://gatech-covid-tracker.com/). I think we can say that Georgia Tech has navigated through it's first wave of COVID cases. How did this happen? I'm not an epidemiologist, and even Dr. Fauci himself wouldn't be able to give you a 100% correct answer, because nobody can give you a 100% correct answer - there are too many unknowns. But, we can look at a few factors. 1.) Modified herd immunity threshold. Immunity is likely a real phenomena with COVID-19. Yes, there are now 7 confirmed cases of reinfection, but immunity is not a binary thing. It is not as if every person infected with COVID will either be immune, or they will be as unprotected as the rest of us. It's likely that the majority of COVID cases will gain some sort of immunity, and some will gain no immunity. For the sake of simplicity, let's just assume everyone infected with COVID at our campus has immunity. Georgia Tech has, in total, around 900 positive COVID cases. There are ~14,000 people on campus if you wildly extrapolate from a few surveys taken on this subreddit - if anyone could find where the actual number is, it would be helpful. Additionally, around 5-10% of the US was probably infected in the original Feb-March surge, which would be 700-1400 people. This brings us to 1600-2300 immune people in a population of 14000. The herd immunity threshold is given by (1-1/R0). Uncontrolled, the R0 for SARS-CoV2 is ~4. This means roughly 75% of the populace must be infected to gain "true immunity" - IE, you can do whatever you want, no distancing, no masking, etc. Obviously this is a bad idea. But, we aren't letting SARS-Cov2 spread uncontrollably. Mask compliance is high, people are trying to distance, people are washing their hands more often, etc. R0 is a function of environmental parameters as well - increasing distancing and hygiene decrease your R0. So what is the R0 with distancing and masking? That's a big question, but estimates from New York and Western Europe say it was somewhere around 0.8-1.1. A college campus will have a higher R0 than a typical state or nation, so we'll shift this up to 1.1-1.3. This brings our herd immunity threshold to anywhere between 9-23%. We currently have in the range of 11.5%-16%, and some cases on campus may have gone totally undetected. Here's a twitter thread by an MIT data scientist if you want to read more about the "modified herd immunity" phenomena. 2.) The people who took the most risks have already gotten COVID. Anecdotally, and logically, this makes sense. People going to bars, frat parties, etc have already been infected, and that was our "first wave". Unfortunately, I don't know how to quantify this in any meaningful way, but it is probably a factor. 3.) Behavior change. People could've seen the surge in cases and decided to be more careful - get tested weekly, avoid indoor dining, go to the CRC early in the morning when it's less crowded rather than in the middle of the day, etc. This would lower R0 as well and aid with point 1, although again, I don't know how to meaningfully quantify this. But it is a possible factor. ____________________________________________________________________________________________________________ If you made it through the above, congratulations. The question now is what Tech should do. Frankly, I feel like I am wasting both money and time this semester. This is unavoidable, and not Tech's fault or USG's fault - just a virus doing it's thing. But, just as governments - those of New York, China, South Korea, Germany, etc - gradually eased back on restrictions as the first curve was crushed, I believe Tech can and should do the same. We should not throw the floodgates open and let all hell break loose - but I think we can slowly loosen the screws in a manner that improves educational experiences, and in a way that avoids a second wave. Remote learning sucks. At least for intro classes, there is far better free material on Coursera - made by people who know how to deliver content online and who have been doing it for years - as opposed to professors who were thrown into this a few months ago. As we all know, many "hybrid" courses are pretty much all online. I'd suggest the OPTION - for both professors and students, mandates are a god awful idea - to have more in-person hybrid sections. This won't give me my money's worth - but it'll give us something. As of now, I have three hybrid classes - and yet have not had a single in person class. These classes can be conducted in a safe, distanced/masked manner, as to keep our R0 low and keep reaping the rewards of the "modified herd immunity" discussed above. This might be difficult to implement in the middle of this semester, but I think it can be implemented next semester, in the absence of mass vaccination until (in the most optimistic case) February-March. Other things include opening up lounges in dorms. Also, I know visiting other dorms is technically banned, but everyone I know is ignoring that rule. Many people aren't even aware of that rule - might as well just get rid of it if compliance is close to nil. But, I'd prefer more in-person classes above all else. This was a long post. Ultimately, COVID is a game of trades - we could lock everyone in their homes until there's a vaccine, but that would destroy our society. We could let everyone run wild until there's a vaccine - again, that would destroy our society. It's a multivariate optimization problem, where we are trying to maximize safety, education, and the student experience. I'm just a dude trying to help us find that maximum. TLDR: COVID-19 first wave beaten due to number of factors. More in-person classes would be nice.
Main tank here for the last 10+ seasons, main Rein. I’ve been trying to figure out why it feels so terrible right now, even with CC toned down. What I feel is that the massive amounts of damage in this game, matched by the massive amount of healing, has taken away a lot of the ability of a main tank to manage personal HP as a resource. One of the basic things I’ve always kept in mind as rein is safely facetanking damage, utilizing the 200 points of armor to reduce damage taken, and allowing that to be healed up. 300 hp has been my mental “safe spot” for judging my aggression. Lately, however, I find that even at full HP, I can never feel safe even just firestriking without the risk of going to extremely low HP or even dying. What I’ve sort of realized is that this mid-ground health doesn’t even really exist anymore. It feels like you are either being pocketed at full hp, or you’re dead, and there’s extremely little time in between. Once I noticed this, I thought “hey, maybe I’m just bad” so in the main tank streams I watch (super and cloneman, for example) I paid special attention to their health totals throughout games, and I noticed a very similar pattern. They would spend the majority of the time either above 400 hp while getting healed, or would immediately drop to roughly 100 hp, where either they’d have to get hard pocketed back to full or die. I think that the damage and healing creep has removed an entire tool (health management) from the tank role, leaving them more reliant on healers than ever before. Specifically, the idea of “facetanking” damage is just too risky now. I can’t alternate my health pool and my shield because there is too high a risk of getting bursted down even within short moments. I think DPS aren’t made as miserable by this because they’re naturally squishy, and by nature don’t want to be focused by multiple members of the enemy team, whereas with tanks that’s your base job. This also leads into CC feeling even worse because the short stun of a cree flashbang is absolutely enough time to get burst down without a bubble or pocket. I also think this is why double-shield is so prevalent, as a symptom of the fact that, with regard to HP pools, the idea of taking “safe amounts” of damage isn’t reliable, and so the best option is to take no hp damage at all, by only playing behind shield where it’s impossible to get burst without the warning of the shield breaking, and to have fortify/suck to keep you from being burst when that shield does go down. I guess basically, how I’d describe the problem I’m witnessing is that the damage and healing creep have made tanks feel far too squishy because of an inability to utilize the middle ranges of HP. As for solutions, I’m not sure the best option, outside of something like a % nerf to both damage and healing across the board, which obviously is an oversimplified solution, but something needs to be done imo to make tank hp pools relevant and not feel like quite such an alive/dead binary. Welcome thoughts, and for now, you can find me queueing support.
I had a Super Core lying about collecting dust, but I really felt in the mood to build myself a new FDL-3... The problem is that FDL's are flywheelers, and to be honest, I already have 4 of them.. And so what would any self respecting Nerfer do in my position? Mod. And mod I did... Virtually every part of the FDL has been modified to make this work. Some parts are obvious and quite extensive - such as installing a Super Core and air system where you had a pusher and electronics, and the creation of a matching bottle stock.. But other parts were less so.. Such as changing the position of the magazine within the magwell, adjusting the mag release components to suit, realignment of screw holes and wiring runs.. That sort of thing.. Plus with the massive cantilevered barrel and air bottle, a lot of design has gone into ensuring that the blaster can support it while surviving the crucible of war. Maybe 4 or 5 minor pieces are untouched. But it's not enough to just chuck in some HPA components - in the spirit of the FDL, it has to be teched out, fully configurable, and per my more recent builds, closed loop. This brings us to the crux of the matter, it has the following features:
Narfduino with OLED console
Software controlled air pressure (i.e. turn the dial for more or less power)
Variable FPS configured separately for Auto and Burst
Select fire - Semi-auto, burst, full auto, binary trigger, and ramped (you map the modes you want to the buttons in the config screen) and a range of configuration options for each
Dual profile settings
Ammo counter with reset on mag change
Tournament lock to cap the maximum air pressure
Auto jam detection / air out, and battery protection
I created a mathematically optimal team generator!
Hi all, I've been playing FPL for a few years now, and by no means am I an expert. However, I like math and particularly optimization problems. And a few days ago I thought to use my math knowledge for something useful. My goal was to start from some metric that predicts the amount of points a player will score (either in the next gameweek, or over the whole season). From that metric, I wanted to generate the mathematically optimal team, aka choose the 15 players that will give me the most points, while staying within budget. I realized this is a constrained knapsack problem, which can be solved by dedicated solvers as long as the optimization problem is properly defined. Note that while I make a big assumption by choosing some metric from which I start, the solver actually finds the most optimal team, without any prior assumptions about best formation, budget spread, etc! (Warning: from this point onward it gets kinda math-y, so turn back or skip ahead to the results if that's not your thing) MATH So first, the optimization variable needed to be defined. For this purpose I introduced a binary variable x which is basically a vector of all players in the game, where a value of 1 indicates that player is part of our dream team and a 0 means it's not. Secondly, an objective function needs to be defined, which is what we want to maximize. In our case, this is the total expected points our dreamteam will score. I included double captain points and reduced points for bench players here. The objective function is linear, which is nice since it is convex (an important property which makes solving the problem much easier, and is even required for most solvers). Lastly are the constraints. Obviously, there is the 100M budget constraint. Then we also want the required amount of goalkeepers, defenders, midfielders and forwards. Then we need to keep in mind the formation constraints, and lastly are the max 3 players per club constraints. Luckily, these are all linear (so convex) constraints. I solved this problem using CVX for MATLAB, particularly with the Gurobi solver since it allows mixed integer programs. It tries to find the optimal variable x* which maximizes the objective function while staying within the constraints. And amazingly, it actually comes up with solutions! RESULTS So like I said before, I need to start from some metric that indicates how many points a player will score (if you have any recommendations, let me know!). For a lack of better options, I chose two different metrics:
The total points scored by the player last year
The expected points scored by the player in the next gameweek (ep_next in the FPL API, for fellow nerds)
Obviously, both metrics are not perfect. The first one doesn't take into account transfers, promoted teams, injuries, fixtures, position changes etc. However, it should work decent for making a set-and-forget team with proven PL players. The second metric seems to have a problem with overrating bench players of top PL teams such as Ozil, Minamino, etc. I'm not really sure why, but it's a metric taken directly from FPL with undisclosed underlying math so it's not my problem. Also, keep in mind that since the first gameweek does not feature City/Utd/Burnley/Villa players, this metric predicts them to score 0 points so they won't feature in the optimal team. Team 1: Last year's dreamteam
De Bruyne (c)
Team 2: Next week's dreamteam
Both teams cost exactly 100M. At first glance, there are some obvious flaws with both teams, but most of them are because the metric used as input is flawed, as I explained before. Lundstram is obviously a much worse choice this year due to various reasons, and Team 2 has some top 6 players which are very much not nailed. However. What I think is interesting is that both teams have only 2 starting midfielders. This despite the trend of people stacking premium midfielders. On the other hand, premium defenders seem to be very good value, and the importance of TAA and Robertson is underlined. Similarly, near-premium forwards in the 7.5-10 price range seem to be a good choice. CONCLUSION I'm quite content with my optimal team generator. Using it, I don't need to use vague value metrics such as VAPM. The input can be any metric which relates simply to how many points a player will score. Choices about relative value of e.g. defenders against midfielders, formation, budget spread etc. are all taken out of my hands with this team generator. The team that is generated is only as good as the metric used as input. But given a certain input metric, you can be sure that the generated team is optimal. I would gladly share my MATLAB code if there is any interest. Also, I'm open to suggestions on how to extend it. EDIT: Here it is. (Tiny disclaimer: Remember when I said: "without any prior assumptions"? That is a lie. There is one tiny assumption I made, which is how often bench players are subbed on. I guesstimated this to happen approximately 10% of the time.)
OBLIGATORY FILLER MATERIAL – ESCAPE FROM STALAG SULTANATE, Part 1
That reminds me of a story. “HELLFIRE AND DALMATIANS!” I shouted to no one in particular. “What’s the problem, dear?” Esme asks in that way she has of telling me to calm down without having to say it directly. “This bloody fucking country. A day late and several dollars short.” I fume. “Can’t get a new liquor license because of the bloody COVID. Can’t go to a hotel bar and have a snort because of the bloody COVID. Can’t even slip across the border to Dubai and soak up some room service and buckets of complimentary cocktails because of the bloody COVID.” Yes, the Sultanate of Oman, in its infinitesimal wisdom, has traditionally followed other GCC countries by at least three months in making any sort of proclamations regarding this latest bugaboo: the hideous, deadly, itchy, loathsome, and possibly serially bent, noxious, pandemical COVID-19; aka, this pandemic’s entry for flu. Their response is one of immense knee-jerk without first having thought of the consequences. “Bloody lockdown, 2100 to 0700. What is this, the whole fucking country’s been bad and now being sent to bed without any supper?” I wondered aloud. “Idiot benchodes.” Even Esme couldn’t come up with a rejoinder to that. “Plus they close all the bars. And all the hotels. And the fucking bottle shops. It’s not enough that these fucking Muppets jack the ‘sin tax’ on booze and cigars by 100%, now they’re not even legally available.” I swore. Of course, once you’ve spent even a small portion of the time that I have in the Middle East, you have your connections. Your system. Your access to the seedy underbelly of any society; the venerable Black Market. Jesus Q. Christ on toast with baked beans, fried tomatoes, black pudding, and mushrooms, I could get most anything in the Middle East, be it legal, shady, or just plain illegal. However, before you all recoil in horror that the venerable Dr. Rocknocker dabbles in the prohibited, just remember: the ends always dojustify the means. “I'm telling you, Esme dear; this Gulf story is getting too complicated. The weasels have started closing in.” I complain to Es as she hands me a fresh drink. “Do you think…?” Esme asks expectantly. Esme is more than ready to go. I’ve used this place as a base of operations for years whilst I wear out the Omani legal system suing those asswipes that think just because they’re local and I’m a kafir, they’re immune to the law. I’ve spent a long, profitable and time-consuming period of the last few years proving them wrong. But, time was marching onwards. I agreed with Esme, we’ve milked this particular cash cow dry. It was time to hitch up our bootstraps, call it a day, and get the hell out of Dodge. But not before I took care of a few loose ends. Now, the country had recently lost its venerable Sultan, who croaked back in January of this year. Sultan Qaboos was a good egg, friend to expat and local alike. Did a shitload of good for this benighted Middle East sandpit. Dragged it kicking and screaming out of the 12th century into, well, not exactly the 21st, but a whole hell of a lot closer. He realized that he needed revolutionary, not evolutionary change in the country. By revolutionary, he needed American, British, Canadian, and the like Western Expats here to do the heavy thinking and lifting and Eastern Expats like Indians, Bangladeshis and Nepalese to do all the scut work. Yeah, I know. That sounds racist as fuck, but sometimes that’s the way the ball bounced. Simple evolution of society where Omanis graduated the local equivalent of grade school, through high school, into University, and finally into Entry level jobs in the oil and gas industry wasn’t going to cut it. Took too long and the country needed a serious cash flow now. So, that’s what he did. And it worked a treat. Then he died. And his chosen took over. Except his chosen was pretty much antithetical to everything the previous and very revered and successful, Sultan wanted. Soon, there are 100% ‘sin taxes’ aimed directly at the western expats. Tourists included. Then there’s quotas and ‘Letters of No Objection’, which are impossible to get so that the Eastern Expats can’t switch jobs. Then, there are Sultanic proclamations of new taxes on tourists, new taxes on fast food, new taxes on this, that and the other. Then there’s, in his own words, “Oman is for Omanis”, blatantly ridiculous and xenophobic Omanization, and the general swipe at all expats. “GET OUT.” This was the clear message of the new sultan. He wanted to take over and possibly nationalize all the oil workings in the country. Ask Venezuela, Iran, and Myanmar how well that worked out for them. Then he wants all expats out on their asses. He wants Omanis to take over all the jobs, even though they’re nowhere near educated nor experienced enough for the positions. Then take up the massive GDP slack in lower oil production and oil prices with tourism. Given everything else, that last line should be enough to get him off the throne. He’s fucking nuts if he thinks people are going to want to cruise or overland anywhere near a place where foreigners are seen only as a cash supply, are despised, and would welcome these all new 100% tax levies. Be that as it may, Esme and I decided that we have had enough of 135O F summer temperatures, virtual house arrest under the guise of a COVID lockdown, and idiots who were the only ones stupid or twisted enough not to vamoose when the great, big bloody letters were clearly written on the wall. But, there was the physical act of getting out of the country. Now, I had plenty of strings which I could pull, but I decided I’d start low and save those until we really needed them. So low, in fact, we went to the US Embassy in Muscat. “How low can you go?” reverberated through my head. What a haven of sad-sacks, flubadubs, and third rate hobbyists. Was either Esme or I surprised that when we finally secured an invitation to the embassy, that required a bit of string-pulling with the ex-Ambassador to Oman, now in Kabul; that besides the peach-fuzz faced Marine guarding the place, we were the only Americans in the joint? “This is American soil!” I laughed, as I pulled out a huge Cuban cigar and was immediately told to extinguish it. “We’re as American as apple pie and napalm! We file our fucking 1040s every April; I pay my fucking long-distance taxes and demand US assistance to vacate this gloomy place of sandy, sweaty, sultry Sturm und Drang!” “Shut up, Rock”, Esme chided me, “They don’t understand English. Much less, the florid English the way you trowel it on.” “Fuckbuckets”, I remonstrated. “Here I had memorized the whole Patrick Henry speech he made to the Second Virginia Convention on March 23, 1775, at St. John's Church in Richmond, Virginia. Troglodytes. No admiration for the classics.” “Rock, dear?” Esme noted, “It’s almost 1100 hours. Best to get to our appointment.” True, our appointment was slated for 1100 hours. But around here, anything starting within three hours of the stated time was considered close enough. We dragged ourselves, none too cheerfully, to the waiting room. Once we pried open the door, there was the usual “If you hear a high pitched wail, hit the deck” signs, and other things one could do while kissing one’s ass goodbye if there was a terrorist attack, we had a whole new slew of bullshit with which to deal. “Social distancing. 6 feet. Or if you’re from Baja Canada, 1 cow’s length.” “Must wear a mask. Bandanna, bandoliers, and large-caliber weapons or sombrero optional.” “No sitting. Faux Naugahyde seats are too difficult to sterilize. You must stand at attention, do not talk amongst yourselves, and remain patient until your number is called.” “Well, fuck!”, I snorted quietly, as I raised my first secret flask in rapt attention to our old glory of red, white, and blue. “Good thing they didn’t say nothin’ about getting a load on. If I’m going to be treated like cattle, I’m going to at least have something to chew on in the process.” “Oh, lord”, Esme grumbled, “You didn’t bring that Japanese Rye Whiskey with you, did you?” “ルハイム”, I said, which is Japanese for “L’chaim”! “Oh, hell”, Esme grinned as she borrowed my flask, “This is going to be a long day.” I began to protest but remembered that I was wearing my Agency-issued field vest. I must have had at least 5 or 6 more flasks lurking around in those pockets somewhere. Funny aside: they don’t bother with my going through an X-ray machine nor do they confiscate my phone, radio, knives, nor other field equipment when I go to the US Embassy. It took them almost two solid hours last time, and by the time they got to my Brunton Compass, emergency flasks, a few spare blasting cap boosters, and saw the label sewn into the back of my vest, they decided they’d just send Rack and Ruin some evil Emails and let me pass unmolested. “I’ll drink to that”, I say as I raise a flask as the locals raise an eyebrow. “Courtesy of Atheists International. We’re here for your children…” The collective gasps and growls indicate they weren’t happy with me or my betrothed. “Don’t care, Buckwheat”, I smiled, “Never did, never will. We’re out of here for good. You can curse my name all you want then. But, then again, why you standing in the American Embassy trying to get a visa to visit the land of the great evil empire?” All the locals and most of the Eastern Expats crowded into a corner as far away from us as they physically could. “BOO!” I snickered over a shot of Wild Turkey 101 Rye. “Now serving number 58! Number 58!” came the call over the tannoy. “Look at that”, I remarked to Es as I stashed both our flasks, “It’s only 12:35. Record time.” We both shimmy into the glass-fronted and presumably bullet- but not C-4 resistant- glass. We pick up the telephones there and acknowledge that we are who we said we were. The East Indian fella, one Harsh Talavalakar, behind the multiple layers of glass asked us why we were here. “Didn’t you read the appointment card?” I asked, “We’re here to have Uncle Sam get us passage out of this sordid and sultry place.” “You are American citizens?” he asked, vacantly. “That’s what it says on appointment cards and these here blue passports,” I replied. “Well, how was I to know?” he scoffed, returning to his half-consumed powdered sugar doughnut. “Maybe read the appointment card and see that we are US Citizens here on the behest of Ambassador Bethesda Orun?” I replied. “Like I have time to read everything that comes across my desk”, he scoffed again. I tapped on the glass to make certain I had his full attention. “Look here, Herr Harsh. I’m not sure how you got this job at the American Consulate but want to be very clear with you. My wife and I are residents of this place for the last 20 years. We’re American citizens of very high standing and have more high powered connections than an Arduino in a nuclear power station. We have direct connections with Langley, Virginia and if you want to retain your cushy job, you’ll put down that fucking doughnut and pay very rapt attention to the two Americans standing here who are getting more and more irritated with some Indian benchode that doesn’t think he has to really do his job. You savvy? You diggin’ me, Beaumont” I guess the benchode got his attention. The two scowls he received from Esme and myself sort of cemented the idea that we’re not too pleased and not with to be trifled. “Yes, sir?” he said, “And ma’am”, as Harsh quickly corrected himself as the doughnut disappeared. “We want out. Gone. Vamoose. Outta here. AMF. You got me?” he nods behind the shatterprone glass. “Now I know the borders are sealed and the airport’s closed, but fuck that. We want out and we want gone for good. I can’t make that much simpler or clearer. Get after it, son.” I said, as seriously as I could. “Well, sir”, he began, “ The airport’s closed…” “Are you deaf or born stupid and been losing ground ever since?” I asked, rhetorically. “I know that. We all know that. My HAT knows that. So, what devious little plan does the US Embassy have in store in just such an unsavory situation?” “Well”, he chokes a bit, “There’s this unofficial lottery where America citizens are issued random numbers and if their number comes up, there are seats made available on special clandestine charter flights.” Considering that Es and I are some of the last American citizens left in the country, I thought our chances might be pretty good. “OK”, I said, “Let us have two of your finest numbers.” “Yes, sir”, he said, “That will be US$500 total.” “Excuse me?” I said. “Oh, yes”, he smirked, “US$250 per number. Chances are you’ll never be called, but with these numbers, at least you stand a chance.” “OK”, I said, “Forget the numbers. I want your name and operating number. I’ve got a report to file that’s due in Virginia before breakfast.” “Oh, sir”, he smirked more, “I cannot release that information. Thanking you. Now be having a good day.” And he slammed the supposedly bulletproof shield between himself and Es and me. “Bulletproof? Maybe. Nitro proof? No fucking way.” I groused as I fished out a couple of blasting cap superfast boosters. “Calm down, dear”, Esme smiled to me as we walked out, “When he wasn’t looking, I took his picture, got his operating number, and full name. In fact, I think I got some information on where he lives…” In the cab on the way back to our villa, I reviewed and confirmed Es’s subterfuge. Flasks number 6 and 8 needed serious replenishment by the time we arrived home. “That’s fucking right, Ruin.” I yelled over the phone, “We need extraction. And now. Along with our personal effects and a few hundredweight of ‘don’t ask, don’t tell’ boxes of stuff we need to be transported.” “Well, Rock”, Agent Ruin replied, “That’s a tall order. Usually, extraction is for one person and the stuff they’re wearing. Tell you what. Let Rack and I work on it for a week or so. We’ll arrange transport of your personal effects, then we’ll see about getting you and Esme to Dubai. At least there, you can order a plane. Hell, knowing you, you’ll get Tony Stark to fly in and provide door to door service. Sit tight. We’ll be back in touch.” “Good!” I say as I slam the phone down. With these newfangled cellphone telephone instruments, they lack the same sort of satisfying “KER FUCKING CLANG” the old landlines used to have. “Es!”, I yelled, “Start packing. We’re due out of here within a week.” That meant we needed to do some packing triage: • Things going home with us. • Things being shipped. • Things being sold. • Things being left behind. • Things no one was about to get their furry little mitts on. “Oh, fuck!”, I startled. I had just remembered the John Wick-ian stash of various explosives, and adjunct materials I had buried in the basement. Obviously, I couldn’t take it home with me, I couldn’t sell it, and I sure as festering frothing fuck wasn’t going to leave it here. I needed to call one of my more shifty and swarthy friends and arrange for passage out to the deep, dark desert. Around the area where the new sultan had opened a couple of brand new landfills. Looks like I was going to expand them a few meters once we disposed of the few hundred kilos of accumulation I attained over the last few years. See, I’m a packrat. I never leave nor toss anything that might be convenient. Might have a benefit. Might prove to be useful sometime down the line. So, I’ve accumulated a bit of kit. Like…well…a few hundred sticks of Du Pont 60% Extra Fast Dynamite. A couple dozen spools of Z-4 Primacord, in various degrees of fullness. A shitload of C-4; enough bricks for a Floydian wall. A couple, well, a dozen, well, two dozen cases of binary liquid explosives. Hey, this stuff is hard to come by… Continuing, several thousand blasting caps and superfast flash blasting cap boosters. Some mercury fulminate. Some nitrogen triiodide. A couple tens of pounds of PETN. An equal amount of RDX. A few Erlenmeyer flasks full of shit even I’m not certain of what it is… Oh. And a few kilos of freshly decanted, raw nitroglycerin; packed in sturdy wooden boxes lined with new fuzzy lamb’s wool. Not that much. Just 10 or 12 kilos. Yeah. I can’t leave that here. Even a small accident with this stuff would lay waste to not only our villa; but my landlord’s villa with whom we share a common wall. Besides, as Omanis go, my landlord was the only dishdasha dressed denizen for which I had any respect or admiration. He was a good guy. I needed to return his villa at least in some semblance of what I received when we first rented from him. So, I had to dispose of many, many billions of kilojoules of potential energy. I needed to do this out in a distant and far away from prying ears and eyes regions and I needed a truck to haul this stuff out to the range. To be continued…
Non-binary/trans comrades, be careful with those gender markers on official documents.
Just wanted to share some observations. I live in a state that requires an extensive application process in order to purchase/carry firearms. This state also allows for the gender marker “x” to be used on state issued IDs. Being non-binary, I thought it would be a great self-affirmation to put the x on my license, rather than my ASAB. Let me tell you, if you have the option to do this, please consider the possible implications. During the firearm application period, my anxiety was through the roof as the process required cops to handle my license several times, as well as interview me with knowledge of my gender identity. Furthermore, the ranges I’ve been to require you to show a state issued license if you want to shoot. While it might be in my head, I am very sure that I have been scrutinized by staff for my gender marker, as well as being usually the only person of color at these particular ranges. I wanted to share this because as a gun owning, queer person of color, I am often put in situations where I am in close proximity to a) law enforcement, or b) “gun culture” right-wing range staff, who have never made me feel welcome. Please take care of yourselves and consider if it is worth it to essentially advertise your gender identification to people who won’t respect it. EDIT: Sort of overwhelmed with the responses! I’m relatively new here but just wanted to say thank you all. Ive already been vetted by my local chapter and look forward to connecting soon when we start having in-person events again. Take care!
Space-time rippled as the Horns of Glory snapped into real space. The normally smooth transition from FTL subspace travel back to the laws of relativity was instead dangerously jarring, as the inertial dampeners struggled to hold the innards of the massive warship in their proper places. After straining mightily for the briefest of moments, they failed, throwing Admiral Halon Va and the rest of his bridge crew violently into their restraining harnesses. The ship shuddered under the immense stress, then settled, drifting silently through space on minimal power. “Tactical, get me a status report for the fleet on screen now. I want updates the instant ships jump in.” The Admiral’s voice was still firm and authoritative; it was taking every last shred of resolve he had to keep it that way. “Lieutenant Roshin, put a detail together and work with medical. I’m sure that re-entry caused more than a few extra injuries. Get as many of the crew patched up and ready for emergency action as fast as you can. I want a full casualty report as soon as possible. And if you find Science Officer Lentith and he’s still alive, send him to the bridge immediately.” Admiral Va settled back into his command chair, drawing creaking sounds from the over-stressed frame as it absorbed the weight of his massive form. The bridge was completely silent now, the command crew entirely focused on the tasks at hand. Or they were too afraid to say anything; Va couldn’t be sure. He was thankful for their silence, though. He didn’t have any answers for them about his failure. Keying in a few commands on the command panel at his station, the damage report for his ship popped up, the bridge lights flickering from the extra power draw. The Horns of Glory floated before him in hologram form. Long and slender, the ship was over two kilometers from bow to stern. At least, it had been a few hours ago. The forward 20 percent of the holographic ship was flashing red, indicating heavy damage. This was inaccurate, however, as the forward 20 percent of the ship simply wasn’t there anymore. The graceful lines and carefully crafted angles of the ship's armor were an unrecognizable slagged mess, and deep gouges had been cut into the inner decks all over the ship. Whole sections were missing amidships, two of the main reactors were offline, all the primary weapon batteries had been completely destroyed, and most of the critical systems were barely functioning. It was a miracle that she had survived the jump. That morning, Horns of Glory had been the greatest feat of Arien’Ra engineering, and it was now a barely functioning hulk. And it had all happened under my command, thought Va. He had no time to wallow in his failures, however, as at that moment tactical finally reconnected to the fleet command systems. The hologram of Horns of Glory quickly scaled down, appearing as a small, flashing, red point of light floating in loose formation with several other points of light. Most of them were flashing red as well. A constant stream of data and various reports scrolled down the right side of the hologram, listing in no uncertain terms the doom that Va had subjected his command to. If Va had thought that the bridge was quiet before, it was nothing compared to the complete stillness that now settled over them. No one so much as moved a muscle, as they all sat in stunned silence, reading the reports. Occasionally, the hologram would flash, and a new point of light would join the formation, adding more data to the pile spelling out their damnation. After 30 ticks, new points of light had stopped appearing. Admiral Halon Va had lost over 60 percent of his fleet, and not a single other dreadnaught had survived the slaughter. His defeat was total, and the Federation navy was crippled. Science Officer Beredarin Lentith had been the first member of his family not to enroll in command school in eight generations. They had been some of the finest members of the fleet the Vorqual race had ever contributed to the Federation. His brothers and sisters had all enrolled, which meant that as far as he was concerned, his family had more than fulfilled their duty to the Federation. Military life wasn’t for him, anyway; he wanted to explore. The Federation had been around for over 3000 years, and there were still vast swathes of the galaxy that they knew nothing about. They were still encountering new species every few hundred or so years, and there was nothing he wouldn’t give to find the next one. That had been the dream that directed him away from the military and into academia. The odds of actually finding a new race were so small, though. There were still at least 200,000,000 unexplored systems in the galaxy. There just wasn’t time to visit them all... He snapped out of his reverie as he stepped over the body, or rather, what was left of the body, of a Zelnassi marine. Most of it was just a green stain on the corridor wall at this point, though there had been enough of the chitinous armored torso to partially obstruct his path. The young lieutenant quickly continued on towards the bridge. If he was being honest with himself, becoming an expert on the area of unexplored space directly between the Federation and it’s largest military rival wasn’t the smartest of ideas. Between his family reputation and his unique knowledge base, he was just asking to get pressed into service. Which was exactly what had happened immediately upon the recent outbreak of hostilities. And now here he was stepping over corpses, marveling at the fact that he had somehow survived this long. He still couldn’t believe the insanity of the Dominion forces. Boarding an enemy ship MID-COMBAT. It was like something out of a youngling’s tale from before space travel. It was pure madness, but there were the bodies to prove that it had happened. He gingerly stepped around the remains of yet another Zelnassi. The signs of battle continued all the way to the bridge, where he found security forces still holding quickly fortified positions around the bridge entrance. There were more Zelnassi bodies at their feet. Berendarin shuddered. He had been closer to death than he thought. He quickly pushed those thoughts out of his mind. He could only imagine why he was needed on the bridge so urgently. The door slid open, and Lentith walked into a completely silent room. Admiral Va was slouched at his command station, his enormous arm propped up on the chair arm and supporting his massive, horned head. Lentith didn’t even know that Arien’Ra COULD slouch. Nevermind that the fastidious Admiral could or would ever do such a thing. Maybe things were somehow worse than he thought. No one seemed to notice him enter, so he announced himself to the Admiral. Though he didn’t shout, his voice echoed in the deathly silent room, startling most of the bridge command. Two of the other Vorqual officers swore, and the tiny Jezren manning the com station let out a high pitched sound somewhere between a squeak and chirp. Berendarin would have found it quite funny if the situation wasn’t so dire. Admiral Va immediately snapped back to being the hulk of muscle and horn that imposed his will on a room just by being in it. His booming voice only added to his authority. “Science Officer Lentith. I’m glad to see you’re still alive. Are you seriously injured?” Berendarin had almost forgotten that he had walked the entire way to the bridge holding a bandage to his head just above his left eye. The drop out of subspace hadn’t been kind to him. He pulled the bandage away, revealing a dark orange stain on the bandage and a crack in the bone plate above his eye. “I’m fine, sir, just one of the outer plates, and the bleeding has already stopped.” “Good. Commander Vortith is currently overseeing the emergency repairs. Take his seat. You are going to help me find a way back home.” “Sir? I’m sorry I don’t understand. Why don’t we just go back the way we came?” “That’s not possible. Most of our supply ships and tenders were destroyed when that third wave of Dominion ships hit our flank. Almost all of our pre-prepared fuel reserves are gone. On top of that, some of our ships are so damaged that they don’t have another long jump in them. And if we run into any enemy ships, the whole rest of the fleet is done for. We barely qualify as a fighting force in the state we’re in.” “Is it really that bad?” “It’s worse, but we don’t have time to get into the details. You’re the expert on this section of the galaxy. I need you to find the fleet a hiding hole. Somewhere away from the known jump routes through the Spur. Any system where we can use the few miners we have left to scavenge up some fuel, and get some critical repairs done while we’re at it. And from there either wait for reinforcements or get ourselves patched up enough to limp home. Wherever it is, it needs to be close. I’m not leaving any ships behind because they can’t make the jump.” “Oh. Just that?” The lieutenant knew that Arien’Ra were strict herbivores, but with the look that the Admiral shot him, he couldn’t help but think about the fact that his head would easily fit into that giant, molar filled mouth. “And away from any known pirate hideaways. Like I said, our fleet can’t take any more fighting. And find it quickly. It won’t be long before the Dominion fleet locates us.” “I. Uh. Sure. I’ll see what I can find.” Berendarin shrank into the commander’s chair next to the enormous Arien’Ra, desperately wishing he had been more professional. If he had acted like a proper soldier, it might soften the blow of telling the Admiral that what he wanted was next to impossible. If he had a few weeks, he might be able to find something. So much of the Spur was still un-surveyed. The odds of there being anything useful to the Admiral in the databases was absurdly low, and there was even less of a chance he’d be able to find it in time for the information to matter. He began pouring through his notes anyway. It was better than waiting around to die, which, if the situation was as dire as the Admiral made it sound, was the only other option. He spent the next hour lost in his notes, finding nothing, while the bridge crew went about piecing the ship and the fleet back together. The young scientist had all but given up on the Admiral’s impossible request when a raucous cheer went up from everyone on the command deck. “Sir,” The coms officer called out, “The Consul’s Pride just dropped out of subspace and is hailing us, sir. The main communication screen lit up, and Berendarin Lentith looked to see the face of his oldest sister on screen, strapped into the captain’s chair of her dreadnaught. He let out a sigh of relief; Baraquen was his favorite sibling. Her uniform was drenched in a deep orange blood stain at the shoulder, and she was covered in what looked like flecks of green gore from a Xelnassi. The artificial gravity was clearly malfunctioning, as the captain’s restraining harness was the only thing keeping her from floating around her bridge. But the bone plates of her jaw were turned as always into her calm, self assured smile “My apologies for the delay in joining you, Admiral Va. We had some… guests shut down our drive mid jump. We had to deal with them before we rejoined the fleet. I assume there is a plan to get us back to federation space?” “It’s good to see you in one piece, Captain Lentith,” the Admiral responded. He was barely able to keep the relief from his voice. “And there is indeed a plan.” Berendarin returned to his research as the two ranking officers in the fleet went over the details of their current predicament. He was glad his sister had survived, and not just because they were close. It would have been a terrible blow to the whole family to have lost not only their future matriarch, but the ship she commanded as well. A member of his family had been commanding that dreadnaught uninterrupted for the last 5 generations. Military service had never appealed to Berendarin, but his family history was certainly still important. And then the solution to the current problem hit him like a driver round. He let out a gasp and tore into his notes with a fervor. Both Admiral Va and his sister’s projection turned to look at him, but he didn’t notice. After a few seconds of curious silence from the rest of the onlookers, Berendarin practically jumped out of his seat. “Admiral, I think I’ve got something that will work.” The young Lieutenant punched a few commands into his datapad, and a set of stellar coordinates popped up on the navigation terminal. “It’s a main sequence star, about 500 light years from us, fairly close to the edge of the Spur. It’s not anywhere near any established jump routes. The Consul’s Pride made me think of it.” He nodded towards his sister’s face on the ship's screen. “Our great, great grandsire took the Consul’s Pride through the system on her shakedown run a little over 300 cycles ago. Chased a band of Qorthi slavers out of the system. The outer four planets are all gas giants. If we can’t find Helium 3 there, I don’t know where else we should look.” On screen, Captain Lentith looked impressed, but Admiral Va clearly didn’t seem too sure. “We’re supposed to be going away from Dominion forces, not into them. What were the Qorthi doing there?” “There are also four rocky inner worlds in the system, Sir, according to reports from the encounter. Apparently, the third planet is a Class 7 Deathworld, and the Qorthi were running some experiments on the primitive lifeforms there. They were caught completely by surprise by the Consul’s Pride, and it was the first time that she fired her weapons in anger. I can’t find any reports of Dominion ships in that section of the Spur since.” There was a long pause before Va responded. “Good work, Lieutenant. I knew my trust in you wasn’t misplaced.” Admiral Va replied, before turning to the rest of the bridge and booming “Coms! Tactical! Get those coordinates to every ship in the fleet. I want every ship we have left formed up and ready to jump as soon as possible. Any captain who feels that his drives can’t make the jump is to focus all repair efforts on getting their drives functioning immediately. I will transfer repair crews from less damaged ships to more damaged ships if that means we jump even a tick earlier. Get to it everyone. I’m not losing any more of my fleet today.” The four revolution long jump to Science Officer Lentith’s newfound sanctuary had done wonders for Halon Va’s mental state. The initial shock of his fleet's terrible defeat had worn off, and he had been able to focus on what came next. Repair crews were able to stabilize most of his ship's core systems, and he was no longer worried about the life support systems cutting out and killing the rest of his crew. There had also been time for him to visit with the wounded. To thank them for their sacrifices. He had expected it to be an act of contrition, maybe even a chance to start begging for forgiveness. But there had been no anger in his crew, and no blame hung on his horns. Most had just been relieved that he had survived, and had expressed as much. He would be forever grateful to them for that. Most importantly, the four revolutions in hyperspace had given the admiral time to really think about what had gone wrong in the nebula. He had barely rested in the preceding four revolutions, spending every scrap of spare time in his office, pouring over records from the battle. That’s where he found himself now, tucked behind his massive ceramic and titanium alloy desk of Tellarim design. It had been custom made for him upon his promotion to this command, a gift from the high admirals and the council. It was the only luxury that Va allowed in his office. The rest of Va’s space he kept strictly utilitarian. There were no trophies adorning his walls, as was customary for other members of his species. The plain bulkheads of his office were instead lined entirely with screens, and each of them were now filled with footage and reports from the battle, running on loop. Va soaked it all in. The more he watched, the more a singular conclusion crystallized in his mind. He had done everything right; he was sure of that now. 1000 years of doctrine and theory for fighting the Dominion had gone into his preparation for that battle, and he had followed it to the letter. And he had been winning. Then that attack on his flank by the Zelnassi had blown all of that out of the airlock. Something significant had changed in the way the Dominion fought... Commander Vortith’s voice rang out over the com system. ”Admiral Va, we’ll be transitioning back to real space in moments.” “Thank you. I’ll be there shortly. And get Science Officer Lentith to the bridge. I want him nearby just in case. He’s the only one who has any idea of where we are.” The Admiral pulled himself from his desk. He would have to leave the rest of his analysis for later. There was just enough time for him to reach the bridge and settle into his command chair before the Horns of Glory snapped back to real space. This time, the inertial dampeners held. “Tactical, status report.” “All ships accounted for, Admiral. Though the Consul’s Pride, several cruisers, and three of our escorts are all reporting massive failures in their Drive Cores. They won’t be jumping anywhere anytime soon.” “Wonderful.” Va wasn’t sure if he meant that sarcastically or not. “Get scans up and running and deploy the pickets that aren’t crippled in a standard scouting formation. How close are we to the nearest gas giant?” “We’re approximately half a light tick from the system’s innermost gas giant, sir.” “Excellent. Deploy the rest of the fleet. Put us in a high orbit around the planet in a defensive formation, and get our miners working immediately. Once our orbit is stable, I want every hand, paw and hoof in the fleet working on repairs.” “Yes sir.” Admiral Va settled into his command chair for a long shift. It would be a drawn out, boring process to refuel the ships. With his fleet limping along, and only two functioning miners, it would take far longer than it should. After all the chaos of the last few revolutions, boring would be a welcome change of pace. Va started to relax, sinking into his chair’s acceleration padding. His fleet and his crews were finally safe. The first priority would be to get one of the subspace beacons repaired and to get word back to the Federation that the fleet still existed. And hopefully call for aid. He was sure to be stripped of his rank as soon as contact was made, but hopefully he would avoid a Tribunal. That was an unpleasant prospect… “Sir, we have unidentified ship signatures appearing from around the planet we’re approaching.” Va had never heard panic in the voice of his young sensors officer before, but it was certainly there now. Va understood the sentiment, though. He found it difficult to keep the panic from his own voice as he started issuing orders “Bring the fleet up to combat status immediately. How many ships are there?” “I’m showing 35 individual signatures. All approaching us at combat speed and still accelerating. At current speeds, they will intercept us in just over 30 ticks, sir.” “I want details as soon as you have them, Lieutenant. Size, make, estimated firepower. Who they are. And keep scanning the system. Find out where they came from.” The panic had partially subsided for Va. 35 unknowns was not too terrible a threat. He still had almost 240 warships under his command. Still, if there was a way to avoid combat, he had to try. His fleet couldn’t suffer any more losses. “Coms, any attempt by these unknown ships to contact us?” “I”m not sure, sir,” the diminutive Jezren at the coms replied. “There’s nothing on standard communications channels. The ships are transmitting something, but I can’t figure out what it is.” “Admiral,” the Lieutenant at the sensors station called out. “I think I might have an idea of where these ships came from. Preliminary scans show there is extensive urbanization on the third and fourth planets, as well as what appear to be habitation sized artificial satellites around the second and sixth planets. One of the moons of the gas giant we’re approaching shows signs of habitation as well. All of them are emitting significant signal pollution. This system clearly already belongs to someone, and they’re broadcasting everywhere.” Halon Va, High Admiral of the Combined Federation Fleets, turned, slowly and with as much composure as he could muster, to face the young science officer seated to his left. Berendarin sat, mouth agape, staring transfixed at the sensor readouts in front of him. Va had never seen a Vorqual more confused in his life. “I want answers, Officer Lentith.” “I… I don’t.. This doesn’t make any sense,” the young science officer stammered. “There shouldn’t be anything here.” “Admiral,” The comms officer cut in, “The signal that we’re picking up from the unknown ships is definitely some kind of communication. I managed to put together audio from it.” “Play it,” commanded Va. A series of short, guttural, and completely unintelligible sounds came over the speakers in reply. There was a short pause before the sounds repeated themselves again. “Coms, what was that?” “No idea, sir, but it’s being transmitted on loop. If it is intended as a communication, our translators have no idea what to do with it.” “Admiral.” The voice came from Va’s left, and was barely audible. Va turned yet again to look at the young science officer. His gaze was locked on the tactical readout, and there something in his eyes that Va couldn’t recognize. A mixture of pure terror and something else. Was it wonder? The young Vorqual’s voice was still barely above a whisper when he continued to address the admiral: “I think we should run the transmission through First Contact Protocols.” Captain Benjamin Alvarez-León slammed against his restraining harness as the USCS Aurora started it’s decel burn. He had pushed the engines on the outdated cruiser to their limits, and the ship groaned in protest as it started counteracting his rather zealous acceleration orders. He hoped that his mad scramble with his small squadron of outdated ships had been an overreaction. The alternative was something he’d rather not think about. All Ben had was the reserves; the rest of the fleet was on maneuvers at Sirius. The Admiralty had wanted to test the new, fully modernized fleet’s maneuvering abilities in the gravwell of a binary system. And, in their infinite wisdom, they decided they needed ALL of the new fleet assets, leaving nothing in Sol except for the handful of cruisers and escorts that couldn’t match the capabilities of the modern ships. A handful of cruisers and escorts that were now hurtling towards more than 200 unknown contacts. It was the unknown part of all of this that was unnerving Ben. There were no familiar energy signatures. No familiar scan data. No IFF. No signals coming off the contacts of any kind for that matter. Two of the contacts were too big to even be ships. If it wasn’t for the fact that they were moving towards Jupiter in formation, Ben wouldn’t even think they WERE ships. “So what do you think, Alexi?” Ben asked, turning towards his second in command. “You and the rest of the bridge crew are always making inane bets. Have you whipped up an over-under for what we’re throwing ourselves at yet?” “Haven’t had time,” came the quick reply from Ben’s right. The short, stocky man from Vladivostok was missing his trademark joviality. “Though, my money is on them being Ithacan, sir.” Ben bristled at Alexi calling him sir. They’d been friends for twenty years, damnit, and had been practically joined at the hip since going through the Academy together. Outranking him still felt a little off. Now was hardly the time to worry about formalities, though. “What makes you think they're from Ithaca?” “It’s the only thing that makes sense. The locals have been getting increasingly radical, and Ithaca is the only sector where reports of piracy have been increasing.” “Yeah, I could see a rebellion coming from Ithaca,” Ben added slowly, turning over that scenario in his head. “But there’s no way they could swing something of this magnitude. There aren’t even any shipyards in the sector. And even if there were, there’s no way they could keep the construction of over two hundred ships a secret.” Alexi could only offer him a shrug in response. It was at that moment that the coms station informed him there was a transmission incoming from the unidentified ships. Ben instructed the ensign to play it, and the bridge was suddenly filled with a stream of grotesque bleating noises and strange grunts, with the occasional recognizable syllable interspersed throughout the transmission. Ben thought he picked out ‘dentify’ from the mess, but he wasn’t sure. There was a long moment of silence on the bridge. “What the hell was that?” When no one had any answers for him, Ben tapped his command console and recorded a new message to broadcast. “This is Captain Alvarez of the USCS Aurora. Unidentified ships, please clarify. Your transmission is badly garbled. We did not receive your identification. You are still trespassing in Commonwealth space and are on an unauthorized course towards Jupiter. Begin decelerating immediately and re-identify yourselves.” He wouldn’t admit it to the crew, but Ben was profoundly unsettled. Something was deeply, deeply wrong about this whole situation. Not only was he vastly outnumbered by these things, but they were unwilling to communicate properly. He was almost believing this whole thing was some kind of bizarre prank. “How much longer before we can get a decent visual on these things? “Any moment now, sir.” A new transmission arrived just then, and Ben had it played back immediately. This time, instead of almost bovine bleats and grunts, the sounds coming over the speakers were mostly intelligible. Or, they would have been, if any of the syllables were in the right order. It was almost like a toddler was rattling off all of his new favorite sounds, spitting them out in a random order and not knowing how they went together. There were still a few heavy grunts sprinkled in, just for good measure. Before Ben could process this new joke of a transmission, the contacts finally started slowing. In a matter of moments, the strange wall of contacts was hanging lazily in Jupiter’s orbit, barely moving fast enough to keep their orbit from decaying. They were still in perfect formation. “Huh. Well, I guess that’s something.” With nothing to do but sit back and wait as his ship closed the distance, Ben tried to relax and began running over all of the possibilities in his mind of what the new contacts could be. He came up with nothing. Well, nothing feasible, anyway. He took a series of long, calming breaths, trying to clear his mind and focus. This was no time for his imagination to be running wild. But he couldn’t shake the feeling that logic was failing him. Something was off. Something… “Captain, bringing visual of the unknown contacts up on screen now.” Ben actually felt his jaw drop. Every contact on his display was clearly a ship. Most were long and spindly, wrapped in layers of some kind of highly reflective armor; a fleet of crystalline arrows hanging in the darkness. The two largest contacts, which Ben had just moments ago thought were too big to be ships, were large enough on the screen for him to clearly see details. In addition to their immense size and strange armor, both ships were dotted with what were clearly weapons platforms, though what kind, Ben couldn’t tell. Noticeably, almost all of the ships on his screen were heavily damaged. Chunks were missing from some ships, and most had deep lines gouged into their hulls. Any form of decorative paint or markings had been burned away. Something had put these ships through absolute hell. But still, the damage could not take away entirely from the elegance of the ship’s designs. They were graceful and sleek, completely different from anything Ben had ever seen before. It was all so different. So strange. So very, very… Alien. Despite every effort he had made to avoid the word, it finally forced itself to form inside Ben’s mind, and forced him to acknowledge the reality that legitimate, extra-Solar life was hanging in the darkness in front of him. It forced him to acknowledge the screams he had been suppressing in the back of his mind. The screams of his imagination crying out in glorious triumph over reality. And with those screams came a deluge of accompanying thoughts and emotions. He was a child again, staring up at the stars above Armstrong and wondering what else, and who else, was out there. He was a teen again, signing his name to the Academy enrollment paperwork, determined to get out there between the stars and see the galaxy himself. He was a young officer again, screaming and pleading with the Admiralty to at least consider a modern First Contact scenario. He was sitting in his command chair now, hurtling towards honest-to-god aliens, all of his dreams made manifest in an instant. He was overwhelmed. He was terrified. And he had never imagined that he could feel such elation. It was the young warrant officer at the coms that snapped Ben out of his reverie. “Sir, the contacts are hailing us on all standard channels, requesting a video feed.” She sounded very, very nervous. Ben immediately stood up, straightening his uniform as best he could. “If they’re anything less than genocidal monsters, I’m going to offer them aid and repairs. As long as they’re peaceful, there’s no reason not to extend them the full hospitality of humanity.” “Ben,” Alexi asked, clearly choosing his words carefully, “Are you sure that’s the… Wisest course of action? How will the Admiralty respond to Goddamned alien ships docking at Hephaestus?” “Alexi, in the 250 years the Commonwealth has existed, the First Contact protocols haven’t been updated since the charter was signed. No one has cared. This has been nothing but a fantasy for most people. I am NOT letting this opportunity get away. Every child that has ever looked up at the stars and wondered finally got an answer, and I will not waste this moment. We’re making friends, the Admiralty and the government be damned.” “You do realize you’re potentially deciding the fate of our entire species on a whim, right?” “Is there someone else you’d prefer to have making this call?” Alexi, apparently deciding that there was not, stood up and straightened his uniform, standing next to his friend as he ordered the connection of the video feed. The channel connected, and the human bridge crew found themselves looking at the bridge of a ship crewed by not one, but three alien races. The largest alien in the center of the screen opened its mouth to speak. This time, instead of bleats and grunts, a choppy, mechanical voice that didn’t sync up to the alien at all proclaimed from the bridge speakers in broken, stuttering English: “I. Am Admiral. Halon. Va. Of the Federation of. Sentient Races. Greetings and. Welcome. To the. Galaxy.” Ben couldn’t suppress his smile. “On behalf of the United Solar Commonwealth, and all of Humanity, greetings, and welcome to Sol. Your ships look like they’ve had a bad time on your way here. If there’s any way we could aid with your repairs, we’d be happy to help.” Slave 782 slammed his right appendage onto the control console hard enough to rupture his outer membrane and smear ichor over the panel. It had been four days since the battle in the nebula, and with the latest round of reports, he finally had to admit that the rest of the Federation fleet had escaped him. It was a minor frustration, all things considered, but the escape prevented this from being a total victory. Still, he had proven his worth to his owners in this battle, and his experiments with the Zelnassi had paid dividends beyond his wildest imagination. He had earned a command today, and with every success in that command, his ability to bargain for his people's freedom only increased. For what he would be asking, it might take the total defeat of the Federation to earn that kind of leverage. Also frustrating, but not a task that he couldn’t handle. It would be a long war, he was sure, but like his owners, he was patient. He would earn his freedom, even if it meant reducing the entire Federation to glass. NEXT
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